Difference between revisions of "Engineering (Apocalypse)"

From UFOpaedia
Jump to navigation Jump to search
(wip - getting there)
(wip2 rebuilding graph)
Line 51: Line 51:
 
* '''Market Capacity''': how much to sell before price starts to gets affected at the end of the week, every week.
 
* '''Market Capacity''': how much to sell before price starts to gets affected at the end of the week, every week.
 
* '''Sell Price''': typical of the market.
 
* '''Sell Price''': typical of the market.
* '''Raw Profits''': sell <u>one</u> of something to get this amount of credit-dollars (disregarding maintenance costs or time taken to build).
+
* '''Raw Profit''': sell <u>one</u> of something to get this amount of credit-dollars (disregarding maintenance costs or time taken to build).
 
<br>
 
<br>
 
* '''Profit Per Build Time''': portion of a credit-dollar you get for each tick of the build clock (Facility irrelevant, not based on hours).
 
* '''Profit Per Build Time''': portion of a credit-dollar you get for each tick of the build clock (Facility irrelevant, not based on hours).
Line 63: Line 63:
 
<br>
 
<br>
 
* '''Profit Per Week''': comparison of a total week production run which will depend of maintenance which is <u>not included</u>.
 
* '''Profit Per Week''': comparison of a total week production run which will depend of maintenance which is <u>not included</u>.
  Profit Per Week = {168 &times; Profit Per Hour}
+
  Profit Per Week = {Quantity Per Week &times; Raw Profit}
 
<br>
 
<br>
 
{| class="wikitable sortable" border="1"
 
{| class="wikitable sortable" border="1"
! Manufacture Item !! Build Cost !! Build Time !! Build Time H&sup1; !! Facility !! Market<br>Capacity !! Sell Price !! Raw Profit&sup2; !! Profit Per Build Time&sup3; !! Profit Per Hour !! Quantity<br>Per Week !! Profit Per Week
+
! Manufacture Item !! Build Time !! Facility !! Build Time H&sup1; !! Build Cost !! Sell Price !! Raw Profit&sup2; !! Profit Per Build Time&sup3; !! Market<br>Capacity !! Profit Per Hour !! Quantity Per Week !! Profit Per Week !! Notes
 
|-
 
|-
 
|style=white-space:nowrap|
 
|style=white-space:nowrap|
 
|-
 
|-
|[[Bio-Transport_Module_(Apocalypse)|Bio-Transport Module]] || 700 || 4000 || 8hrs || small || 4 || 950 || 250 || 0.0625 || 01
+
|[[Bio-Transport_Module_(Apocalypse)|Bio-Transport Module]] || 4000 || small || 8 || 750 || 950 || 250 || 0.0625 || 4 || 31.25 || 21 || 5250 ||
 
|-
 
|-
|[[Boomeroid]] || 230 || 3000 || 6hrs || small || 15 || 840 || 610 || 0.2033&darr; || 02
+
|[[Boomeroid]] || 3000 || small || 6 || 230 || 840 || 610 || 0.2033&darr; || 15 || 101.67&uarr; || 28 || 17080 ||
 
|-
 
|-
|[[Vortex_Mine|Vortex Mine]] || 250 || 5000 || 10hrs || small || 25 || 1130 || 880 || 0.176 || 03
+
|[[Vortex_Mine|Vortex Mine]] || 5000 || small || 10 || 250 || 1130 || 880 || 0.176 || 25 || 88 || 16.8 || 14784 || N01
 
|-
 
|-
|[[Disruptor_Gun|Disruptor Gun]] || 600 || 7000 || 14hrs || small || 10 || 2100 || 1500 || 0.2143&darr; || 04
+
|[[Disruptor_Gun|Disruptor Gun]] || 7000 || small || 14 || 600 || 2100 || 1500 || 0.2143&darr; || 10 || 107.14&uarr; || 12 || 18000 ||
 
|-
 
|-
|[[Devastator_Cannon|Devastator Cannon]] || 1200 || 12000 || 24hrs || small || 20 || 4500 || 3300 || 0.275 || 05
+
|[[Devastator_Cannon|Devastator Cannon]] || 12000 || small || 24 || 1200 || 4500 || 3300 || 0.275 || 20 || 137.5 || 7 || 23100 ||
 
|-
 
|-
|[[Dimension_Missile_Launcher|Dimension Missile Launcher]] || 1200 || 5500 || 11hrs || small || 25 || 3100 || 1900 || 0.3455&darr; || 06
+
|[[Dimension_Missile_Launcher|Dimension Missile Launcher]] || 5500 || small || 11 || 1200 || 3100 || 1900 || 0.3455&darr; || 25 ||172.72&uarr; || 15.27&uarr; || 39018.18&uarr; || N02
 
|-
 
|-
|[[Dimension_Missile_Launcher|Dimension Missile]] || 400 || 4000 || 8hrs || small || 30 || 1300 || 900 || 0.225 || 07
+
|[[Dimension_Missile_Launcher|Dimension Missile]] || 4000 || small || 8 || 400 || 1300 || 900 || 0.225 || 30 || 112.5 || 21 || 18900
 
|-
 
|-
|[[Personal_Disruptor_Shield|Personal Disruptor Shield]] || 2000 || 14000 || 28hrs || small || 30 || 5770 || 3770 || 0.2693&darr; || 08
+
|[[Personal_Disruptor_Shield|Personal Disruptor Shield]] || 14000 || small || 28 || 2000 || 5770 || 3770 || 0.2693&darr; || 30 || 134.64&darr; || 6 || 22620
 
|-
 
|-
|[[Personal_Cloaking_Field|Personal Cloaking Field]] || 3000 || 18000 || 36hrs || small || 30 || 8300 || 5300 || 0.2944&darr; || 09
+
|[[Personal_Cloaking_Field|Personal Cloaking Field]] || 18000 || small || 36 || 3000 || 8300 || 5300 || 0.2944&darr; || 30 || 147.22&darr; || 4.667&darr; || 24733.33&darr; || N03
 
|-
 
|-
|[[Personal_Teleporter|Personal Teleporter]] || 6000 || 25000 || 50hrs || small || 40 || 18200 || 12200 || 0.488 || 10
+
|[[Personal_Teleporter|Personal Teleporter]] || 25000 || small || 50 || 6000 || 18200 || 12200 || 0.488 || 40 || 244 || 3.36 || 40992
 
|-
 
|-
|[[Biological_Warfare_(Apocalypse)|Toxigun]] || 1200 || 3000 || 6hrs ||small || 8 || 2780 || 1580 ||0.5267&darr; || 11
+
|[[Biological_Warfare_(Apocalypse)|Toxigun]] || 3000 || small || 6 || 1200 || 2780 || 1580 ||0.5267&darr; || 8 || 263.33&darr; || 28 || 44240
 
|-
 
|-
 
|[[Biological_Warfare_(Apocalypse)|Toxigun Toxin A]] || 200 || 800 || 2hrs&uarr; ||small || 16 || 500 || 300 || 0.375 || 12
 
|[[Biological_Warfare_(Apocalypse)|Toxigun Toxin A]] || 200 || 800 || 2hrs&uarr; ||small || 16 || 500 || 300 || 0.375 || 12
Line 151: Line 151:
 
|}
 
|}
  
&sup1; Roundiing is only used for this column, all other calculations use real numbers.<br>
+
&sup1; Based on listed Facility ie: Small will use 500, Large will use 1000 in the final calculations<br>
:&uarr; to next full hour<br>
+
:&uarr; rounding to next full hour for display only<br>
 
&sup2; Not regarding time, salary, maintenance.<br>
 
&sup2; Not regarding time, salary, maintenance.<br>
&sup3; Roundiing is only used for this column, all other calculations use real numbers.<br>
+
&sup3; Rounding is only used for this column, for display only, all other calculations will use the real number.<br>
 
:&darr; shortened to four decimal places.<br>
 
:&darr; shortened to four decimal places.<br>
  

Revision as of 10:37, 1 July 2022

Engineering is the discipline of 'making stuff'.

Engineering Workshop Facility

The workshop is available as a Small facility in the beginning, and when the relevent research is completed, a Large facility will be an option. Placing small or large workshops would be ideally spread across all bases to limit the possibilty of losing all manufacturing capability if built only in one base.

Units

Technical personel may be hired with an education level of average to gifted. The better the skill of a engineer, the faster the construction project will be completed.

  • minimum skill = 60
  • maximum skill = 100

The total quantity of Engineers across all bases at any one time is fifty. If it is reduced for any reason, more Engineers will become available to be hired.

Manufacturing

A compact workshop base layout ...which will wipe out all manufacturing capability if it were to be lost.

These is nothing to built at the start!
X-Com will need to build more facilities in the future to enable the manufacture of advanced weapons, crafts and devices, armors, etc. Constructing an item will allow a profit to be made when sold on the market. Optimising production allows larger profits!

Completion And Timing

The timing to finish any project is always completed on the hour. Items with short build times should be optimised to best use the time by completing a manufacturing run just before the new hour, and is best when:

  • Multiple small items built over a multiple day production run will more efficiently use workshop space and engineer skill instead of short stop-start projects.
  • Massive projects, usually taking many days for just one item, should be planned as to not be forced to cancel the progress made since time spent and progress made on something that is canceled, is lost.
  • Building something that can be recovered from a mission may not be the best use of the workshop. If nothing is needed to be built, build anything that gives the best profits.
  • An idle workshop is wasting money! Get your money's worth!

Overheads

or, Costs Of Upkeep
Engineers receive a salary and maintenance of facilities (living and workshop) which will reduce your profits by a certain amount, each and every week. Once a project's profit is calculated without interuption (preferably over a whole week) it is then matched with the size of the facility being used, profit totals will become more accurate:

  • Small Workshop costs = 250
Living quarters is half filled, so maintenance can be halved as well.
  • Large Workshop costs = 500
  • An idle workshop is inefficient! Make something even if it is barely profitable!

Flooding The Market

Every item is profitable to manufacture, but your sell price (and eventual profit) is determined by market forces. If you are selling so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-evaluate each manufacturing run using this new sell price of the new week, to find the best profits.

  • Items recovered or built-in-bulk may be hoarded until the sell price rises if storage space is of no concern.

Items have differing amounts in the Market Capacity column which is a rough indicator of how many you can sell before you heavily influence the Sell Price towards its lowest value.
eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as 'flooding' and will drive the sell price down, faster with a 'flood' every consecutive new week.

  • An idle workshop is not making money! Swap manufacturing projects every week to avoid flooding the market with a single item.

Chart Definitions And Formulae

Note: Advanced Workshop = Large
Small Workshop = 500 total skill, maintenance 250 per week.
Large Workshop = 1000 total skill, maintenance 500 per week.

  • Manufacture Item: no know = no no.
  • Build Cost: Internal cost to build one item.
  • Build Time: Internal time to build one item.


  • Build Time H: Produce one unit in amount of hours (unrounded), based on Facility.
Build Time H = {Build Time ÷ Facility}


  • Facility: Small (500) or Large (1000). Using Large to build Small items allows double production quantity and profit.
  • Market Capacity: how much to sell before price starts to gets affected at the end of the week, every week.
  • Sell Price: typical of the market.
  • Raw Profit: sell one of something to get this amount of credit-dollars (disregarding maintenance costs or time taken to build).


  • Profit Per Build Time: portion of a credit-dollar you get for each tick of the build clock (Facility irrelevant, not based on hours).
Profit Per Build Time = {Raw Profits ÷ Build Time}


  • Profit Per Hour: money per hour dependant on Facility
Profit Per Hour = {Raw Profits ÷ Build Time H}


  • Quantity Per Week: un-interrupted production in one week, 168hours (disregarding maintenance).
Quantity Per Week = {168 ÷ Build Time H}


  • Profit Per Week: comparison of a total week production run which will depend of maintenance which is not included.
Profit Per Week = {Quantity Per Week × Raw Profit}


Manufacture Item Build Time Facility Build Time H¹ Build Cost Sell Price Raw Profit² Profit Per Build Time³ Market
Capacity
Profit Per Hour Quantity Per Week Profit Per Week Notes
Bio-Transport Module 4000 small 8 750 950 250 0.0625 4 31.25 21 5250
Boomeroid 3000 small 6 230 840 610 0.2033↓ 15 101.67↑ 28 17080
Vortex Mine 5000 small 10 250 1130 880 0.176 25 88 16.8 14784 N01
Disruptor Gun 7000 small 14 600 2100 1500 0.2143↓ 10 107.14↑ 12 18000
Devastator Cannon 12000 small 24 1200 4500 3300 0.275 20 137.5 7 23100
Dimension Missile Launcher 5500 small 11 1200 3100 1900 0.3455↓ 25 172.72↑ 15.27↑ 39018.18↑ N02
Dimension Missile 4000 small 8 400 1300 900 0.225 30 112.5 21 18900
Personal Disruptor Shield 14000 small 28 2000 5770 3770 0.2693↓ 30 134.64↓ 6 22620
Personal Cloaking Field 18000 small 36 3000 8300 5300 0.2944↓ 30 147.22↓ 4.667↓ 24733.33↓ N03
Personal Teleporter 25000 small 50 6000 18200 12200 0.488 40 244 3.36 40992
Toxigun 3000 small 6 1200 2780 1580 0.5267↓ 8 263.33↓ 28 44240
Toxigun Toxin A 200 800 2hrs↑ small 16 500 300 0.375 12
Toxigun Toxin B 300 900 2hrs↑ small 16 700 400 0.4444↓ 13
Toxigun Toxin C 400 1000 2hrs small 16 900 500 0.5 14
Anti-Alien Gas Heavy Missile 280 1200 3hrs↑ small 15 700 420 0.35 15
Anti-Alien Gas Mini Missile 360 1600 4hrs↑ small 30 900 540 0.3375 16
Anti-Alien Gas Grenade 250 1000 2hrs small 15 600 350 0.35 17
Disruptor Armor - Head 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓ 18
Disruptor Armor - Chest 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓ 19
Disruptor Armor - Arms 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓ 20
Disruptor Armor - Leg 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓ 21
Disruptor Bomb Launcher 3000 8000 8hrs large 8 7000 4000 0.5 22
Disruptor Inversion Bomb 1500 4000 4hrs large 25 3500 2000 0.5 23
Stasis Bomb Launcher 2000 6000 6hrs large 10 4760 2760 0.46 24
Stasis Field Bomb 1200 2000 2hrs large 20 2650 1450 0.725 25
Disruptor Multi-Bomb Launcher 4000 10000 10hrs large 14 9260 5260 0.526 26
Disruptor Multi-Bomb 1800 5000 5hrs large 30 4230 2430 0.486 27
Light Disruptor Beam 2000 12000 12hrs large 5 5600 3600 0.3 28
Medium Disruptor Beam 4000 20000 20hrs large 10 10500 6500 0.325 29
Heavy Disruptor Beam 8000 35000 35hrs large 15 20500 12500 0.3571↓ 30
Small Disruption Shield 5000 20000 20hrs large 10 12500 7500 0.375 31
Large Disruption Shield 8000 30000 30hrs large 15 19800 11800 0.3933↓ 32
Cloaking Field 6000 35000 35hrs large 17 16450 10450 0.2986↓ 33
Teleporter 11000 45000 45hrs large 20 27700 16700 0.3711↓ 34
Advanced Control System 4000 15000 30hrs small 6 8000 4000 0.2667↓ 35
Dimension Probe 6000 25000 25hrs large 2 10000 4000 0.16 36
Bio-Trans 12000 35000 35hrs large 2 34000 22000 0.6286↓ 37
Explorer 22000 55000 55hrs large 2 44000 22000 0.4 38
Retaliator 35000 75000 75hrs large 2 70000 35000 0.4667↓ 39
Annihilator 50000 100000 100hrs large 2 100000 50000 0.5 40

¹ Based on listed Facility ie: Small will use 500, Large will use 1000 in the final calculations

↑ rounding to next full hour for display only

² Not regarding time, salary, maintenance.
³ Rounding is only used for this column, for display only, all other calculations will use the real number.

↓ shortened to four decimal places.